Why are video games such as Call of Duty Modern Warfare 2 and Grand Theft Auto IV becoming more violent? How is this a concern?
Within society, the video game industry is hugely successful, with sales of video games and consoles reaching $50 billion in 2008. In effect video games are considered now as 'one of the leading forms of media consumption', with sales rivaling the most successful Hollywood blockbusters'. However, in the media, certain violent video games have proven to be a serious concern with different audiences such as parents, who feel that they cause aggression and violent behaviour in children. In accordance to this, scientific evidence conducted by scientists such as Professor Bruce Bartholow and Anderson and Dill suggest that violent games do, in fact cause aggression and violent behaviour in the audience. Therefore, the media seems to blame gaming institutions such as Infinity Ward, Ubisoft and Rockstar Games for creating games which endorse violence and a result in aggression on the audience. In this essay, I will discuss whether video games are becoming violent and whether or not they are a concern.
Generally, video game institutions such as Infinity Ward and Rockstar games seem to make games which are more violent, as they mainly target the audience's preferences, as most of the violent video games are very male orientated, therefore may be appealing to males, as biologically, males tend to be more aggressive, as shown at a young age where boys tend to engage in play fighting, in contrast to girls who seem to be more passive. Though, another reason why thhe video game institutions make games more violent, is that the audience want to play games which are real, therefore games such as Call of Duty : Modern Warfare 2 place the player in the game, especially with FPS (First Person Shooters). Therefore, the audience become 'intentionally and actively involved in the action.' Also, the position of the player as the first person shooter allows them to ' interact with the virtual environments in a more personal way' and also allow them to mentally insert themselves into the action." Most importantly, violent video games also give 'players an opportunity to practice violent scripts', with players therefore tending to be more aggressive, yet active.
In addition, violent video games may be appealing to the audience, as they offer 'varying levels of difficulty', therefore the audience may look to play violent video games, as they get a chance to progress and come across enemies which are harder to kill. Evidently, in Grand Theft Auto IV players have to complete missions in order to progress, with rewards and special items available such as health packs , which seem to enable the audience to play the game for a longer period of time, yet offers 'instant gratification' to the audience, as they can identify with thier player in the game and can play games for escapism.
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